I'm not sure how to do it. Maybe it already is, but I don't see where.

EDIT:The general idea is to make only some players collide with each other whereas others cannot collide these players but could, for example, collide with someone else. (Therefore changing the collision group will not cut it :( )

if not base_entity0.is_player() or not base_entity1.is_player(): return

return False

Players can now walk through each other, but it is not smooth - meaning that the player is twitching, slowing down. I'm unaware how to avoid this. I wonder if I could use ShouldCollide, but I'm not entirely sure what it does and how to use it. The main goal is to make certain entities collide, smoothly that is! :) Any ideas?

The CollisionHook extension has another cool thing:

PHP Code: forward Action:CH_ShouldCollide( ent1, ent2, &bool:result ); CH_ShouldCollide is called when vphysics is determining whether two vphysics objects (and their associated entities) should collide. Examples of these kinds of collisions include projectiles colliding with the world entity.

Last edited by velocity on Sun Nov 18, 2018 6:25 pm, edited 1 time in total.

Edit:Is it possible to hook this in SP? CCOllisionEvent::ShouldCollide(IPhysicsObject*, IPhysicisObject*, void*, void*)

Edit #2I got an answer from SourceMod forums how to avoid this "lag" problem, they use an extension called SendProxy, which allows you to modify collisiongroup in some smart way (source-code: https://github.com/SlidyBat/sendproxy ). This extension looks complicated, I'm not sure if this will be possible in SP :( Unless you guys can come up with a smart solution.